I have worked a bit on making the default AI start the game a bit faster. Please test the AI mod I made, which you can find in #1171 and let me know what you think. The changes from default AI are noted in the ticket.
If you have suggestions for improvement to how the AI starts the game (approximately the first ten minutes), then post them in this thread and I will see what I can do.
AI script improvements
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Buginator
- Professional

- Posts: 3285
- Joined: 04 Nov 2007, 02:20
Re: AI script improvements
WOW
Quick, everyone try it now!
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Quick, everyone try it now!
This message has been brought to you by people waiting for feedback.
and it ends here.
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Terminator
- Regular

- Posts: 1077
- Joined: 05 Aug 2006, 13:46
- Location: Ukraine
Re: AI script improvements
I tested it. Well its definitely better than it was before. Ai after building factory with both truks goback to its default stupidity and next structures(gen, res,..) building with one truk when others scouting for oil.
My propose: to make a template for standard AI(several patterns(attack,defence,support) similar to dydo-ai). Because tactics in most cases the same, so why not to set them for AI?
(I mean: to set a behaviour, to force Ai build for exmple: 2 fac > 1 gen >(scouting for oil)> 1 res > CC>..... )
My propose: to make a template for standard AI(several patterns(attack,defence,support) similar to dydo-ai). Because tactics in most cases the same, so why not to set them for AI?
(I mean: to set a behaviour, to force Ai build for exmple: 2 fac > 1 gen >(scouting for oil)> 1 res > CC>..... )
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